A feeling is created that the fashion on the police has completely passed. Once every second action film spoke about brave cops. And all of them, as for selection, were rebels. Each of them has repeatedly left an icon and a pistol on the table of a loud and preferably black captain. And after that he went to perform justice by despising the instructions and the law.
Unfortunately, Riggs and McClain remained in the carefree eighties, giving way to the children in the Triko on the big screen. But it seems they were replaced by Rebel Cops. Will the tactics from the creators of this is the Police support traditions, or is it something completely different?
Plot
1994. The city of Ripton, lost somewhere in the depths of provincial America. It is here that Viktor Zuev, once a Soviet citizen, and now the criminal boss and sole ruler of Repton, enters the stage. Thanks to his criminal talents, he was able to subjugate the whole city: from local punks, to judges. And only a bunch of cops-bunters did not come to terms with the position. They abandoned their badges and went to the war path.
This is the tie of history. In ideal conditions, one could not pay attention to it, but, unfortunately, this paragraph is approximately 80% of the total plot. And since I need to somehow justify the subtitles, I have to disassemble it.
The first thing that catches your eye is the nationality of the antagonist. It is reliably known that he lived in the USSR, after his collapse he was engaged in a racketeering, and then crossed the road to the special services and fled to the states, where he became our villain.
If you think about it, this is a very impressive biography, although it is completely devoid of details. Let’s count. The official date of the cessation of the existence of the USSR is considered December 26, 1991. Game events begin on October 31, 1994. That is, for the incomplete three years, Zuev managed to harme in his homeland, moreover, so successfully that they were engaged in former KGBSHNIKS. After that, he moves to the United States and not to Brighton Beach, but to Ripton, such a dull where only the disgraced former police chefs go voluntarily. And already there he creates his own criminal empire, which weappy studio offers to fight against.
Start any business, including criminal, is very difficult. Only units manage to bring it to a monopoly. And although we do not know exactly how much time Zuev spent on this, the achievement is still impressive. Even if he met the new ninety -second year on an airplane over the Atlantic. His skills and in a constructive direction, now in all McDonalds they were served borscht.
In addition to the deadlines for the formation of the criminal empire, its location is also surprising. Typically, foreign criminal groups arise and function on the territory of large migration centers. After all, it is there that the bandits themselves get there, and there are their main “clients” in the person of fellow countrymen. After all, in order to ask John Smith "to give a mobile to drive", you need to begin to transfer this phrase into English first. Actually, therefore, the action of the “godfather” took place in New York, and the “peak of the peak” in Los Angeles.
But it’s all nit -picking. There is nothing completely fantastic in that the immigrant crushes a provincial city under itself. In the end, the origin of the antagonist does not affect anything. Usually it is used to colorize the character, not always successfully, and sometimes frankly gone, but at least somehow it is used. In our case, take the name, and no one will guess that this is Zuev, not Golberg, Han or McCormic. The only trace of the "post -Soviet space" is Black caviar scattered by levels and a monument to Maxim Gorky in the center of Repton.
At the same time, the lack of national color cannot be called a disadvantage. If he were woven competently, he would become an obvious plus. Went and trite – minus. And so, there is no court. Another thing is that the characters do not have individuals at all.
Zuev, as stated in the introduction, super -scraper. No one knows how he looks and where he lives. It’s funny, of course, why should he hide like that? He does not lead a double life, he does not have an ostentatious noble larva, like Gustavo Fringe. Well, okay, suddenly he is just paranoid. The image of an unknown evil can make no less impression than a specific well -registered character.
In this case, the assistants of the antagonist should be especially bright. In theory, it is with them that we are fighting while we are getting to the Glavgad. Therefore, they are much closer to us and get more screen time. Here, they are even depicted on the key art: a man with dynamite, a woman with a knife and a man with a gun. But why then I call them so, and not by names. Yes, because it is not at all the fact that they are in the game.
For all the time from training to credits, we meet: a businessman’s guard, a businessman himself, a biker, and either a secretary or accountant Zueva. I suspect that they are shown on the cover, but you probably can’t say. None of them have a single replica, character traits or gameplay features. We just delay them, and in a briefing for the next mission it turns out that they told something useful.
In general, the villains of the game somehow failed. But compared to heroes, they are frighteningly realistic. All cops, without exception, are just blanks, without any background. The only thing, two snipers got a little story to explain personnel permutations. And the rest does not have this. If they leave the team, then as one is unhappy with poor food, lack of money and dislike of citizens. And if they come, then they are always inspired by our exploits. Even about the type that gives out tasks nothing is unknown.
A very unpleasant situation looms. Especially if you take into account that in this is the Police 2, the cops had personal characteristics. Yes, they were needed mainly for complicating management. But this means that the developer has already conceived about the individualization of units. And now for some reason I forgot about it. Meanwhile, the humanization of the cops would help the player more strongly attach to them, more carefully monitor their fate and react more acutely to their death.
Someone may rightly notice that in XCOM the operatives were not registered either, but this did not interfere with worrying about them. Yes, but that game was much more. During this time, you can get attached to an inanimate blank, with whom fire and water passed. Rebel Cops is much shorter, and its setting itself has personal tragedies.
Although it is, in the XCOM 2 there are backgrounds. There are five of them for all, and it is unlikely that anyone read them, but they are
Our heroes went to the underground of the city, which was defended yesterday. Most of them have families and friends. In addition, we must not forget that we are talking about the province. Most likely, they personally know most people who turn to them for help. Perhaps they studied in the same class with Zuev’s thugs. And the police? What tense dialogs could turn out between those who remained faithful to the letter of the law, and those who are devoted to his spirit.
And if the scriptwriters did not bother not only to register the characters, but at least indicate them, is it worth waiting for an exciting plot from them. All of it comes down to the fact that we attack Zuev’s assistants. He takes revenge and abducts our comrades. We save them. Again we attack the villain businesses, and at the end he himself. And all this is described in the description of the next task.
Brighten up the dull and colorless line of the main plot only the requests of citizens, which are in almost every task. In fact, these are simply optional conditions for “submit”, for the fulfillment of which you can get different pleasures in the form of money and equipment. And they do not shine with a particular depth. But they at least somehow reveal the world. Here the husband asks to save the pregnant wife from the sectarians who wash her brains. And in another case, you need to steal a simple trinket-family value.
After passing Rebel Cops, and especially with an eye on the Dilogy This Is the Police, it seems that they were neglected consciously by history. As if the scriptwriters threw a plan and forgot about it. Yes, they left. He can only like it only to those who still believe that the plot is not needed. Yes, fans of the series may please familiar names and names.
Rebel Cops is a step -by -step isometric tactic. Accordingly, the main gameplay occurs at the levels. And everything that is happening outside, can be conditionally considered a meta. Provided that I generally understand this term correctly.
The main thing that cannot be dispensed with is the choice of tasks. Yes, formally the project is nonlinear. Once you have to choose which mission to pass, and which to ignore. Why is it necessary, it is incomprehensible. It is unlikely that anyone will recall the whole game for this, all the locations are drawn manually, and there will be a little new experience. As well as it is unclear why there is the only side level for the entire game, however, divided into two stages. Otherwise, all activities are reduced to a simple pressing icon and reading a briefing through which the plot is served.
By the way, despite the low elaboration of the plot, you should not miss these notes. They often indicate important gameplay features of a particular level. For example, tips where to look for an object you need, or warnings about possible dangers.
After that, at some levels it will be possible to take additional tasks on the map from citizens, which were mentioned a little higher. By the way, you can determine the approximate area of the level. The more of them, the more scale the location. Accordingly and prepare for it, you need better. For example, if necessary, use tired operatives. They will move slowly, shoot like that, but it’s better than combing a couple of square kilometers together. If you want to save time, fix people for a specific sid. In this case, they will appear as close as possible to their goal. But be careful, the separation of the group is quite dangerous.
In addition to the fact that these additional quests are forced to carefully and therefore study the levels longer, they affect the reputation. Fulfilled the request – it rises, failed – decreases. Therefore, if you have taken up to help someone, bring the matter to the end. And do not arrest the level of the level until you deal with the Syides. The worse the population relates to you, the higher the likelihood that your cops will throw you. Of course, others will be replaced, but they will have to pump them again.
The reputation also affects the pricing. In peak values, the cost of equipment differs about ten times. And although it will be quite possible without most trinkets, it will still be difficult to do it. And in moments of mandatory shootings, you can lose half of the fighters due to the lack of first-aid kits or simply be without ammunition.
Given the above, we can conclude that the game very persistently hints that it will not work bad. If you refuse to vacuum the levels to help the townspeople, then you will lower the reputation to the bottom and you will need much more money. And the only way to earn them is to vacuum the levels. Such things. It remains to be good, or at least neutral.
If you want to straighten karma, https://gamblingdata.net/casinos/rocket-casino/ or, conversely, check my conclusion for strength, there are other ways of acquiring and loss of reputation. The murder of the innocent (guards or miners) – bad. Take the only optional level for big money – bad, free – good. Does not share prey after the mission – bad, give half – good. But if you sell each item separately, and not in a lump, then no one will vice for this money.
Unfortunately, no other reputation affects. Yes, even the cops throwing the team complain for the most part on bad food and lack of money, and not on moral experiences. The only exception is strictly plot. Even when I had to kill several police officers, it was zero reactions to it.
Equipment
When we decide on the task, additional conditions and which of the operatives to take, it will be necessary to ensure their equipment. Inventory can only be bought or received as a reward for requests from citizens, so they are important. It will not work to remove things from the enemy, no matter how logical it may be. Only from the dead comrades, and then not all.
Only a revolver is initially available from weapons. Loud, six rounds in the drum, average range. It makes sense to replace them with semi -automatic pistols. If you believe the description, they more precisely and beat further. But for us, the main thing is that their store has already accommodated nine rounds. Also, they can be put on mufflers that break through seven shots. Personally, this device has never been useful to me, because starting shooting is extremely not profitable, and there is no sense in mandatory battles from silence.
In addition to one unit of personal firearm, each cop can carry a shotgun or rifle. The first is completely useless. Based on the description, he ignores shelters, however, he still does not shoot through the walls. Apparently, a penalty penalty is simply removed. However, it is effective only at short distances, when you can easily get a target from a pistol. It is pointless to buy it, but you can take it in case the cartridges end. The rifle is much more interesting. If you buy optics, its accuracy will increase many times. It will be possible to almost guaranteed to “shoot” the adversaries on the way.
Also in separate cells are equipped with body armor and helmet. They protect from one shot to the torso and head, respectively. Since they do not occupy an extra place, it makes sense to take them anyway. Everything else is considered equipment and is placed in one of the three (six after modernization) cells.
Of the non -liberal long -range weapons there is only a main. But this is one of the most useful devices. The main feature is the ability to stun the enemy at a distance silently. Sometimes without it nowhere. From the shortcomings – reloading for as many as seven moves. Also in this category with a stretch include light -school grenades. They can stun several people in the area of defeat at a time, but at the same time attract others. Therefore, it makes sense to use them already during shootings.
At the near distance, you can use a knife and a baton. The first immediately kills. And since this is much more unprofitable, it is better to use a baton. It stunes, after which the enemy can be easily detained. If you plan to go through stealth, then this is Masthev.
Another useful thing is a first -aid kit. Big treats all injuries, small – only limbs. But the advantages of the master are quite doubtful. In theory, with its help, you can quietly open the locked door or window once. But the fact is that before the lunating of the region, you most likely already eliminate all enemies nearby. And after that you can boldly beat the glass. And there are simply no cases when the master made an enemy to the enemy and surround him.
Finally, you can take additional cartridges. At the same time, the weapon is first equipped, and the rest is already going to the bag. This is also the only element that can be placed in one cell in any amount. However, if you shoot only where the game forces the game, one store is enough. And if you start firing everywhere, then no ammunition will help.
As planned, the restriction of the capacity of the inventory should force the player responsible to approach his filling, make plans and somehow limit himself. In fact, it doesn’t work. At the beginning of the game, you will just take everything that is. And in the future you will quickly understand what is needed and what is not. For example, I took a baton, a dunce, a first -aid kit and a reserve store. I scored two more slots, just just in case.
Pumping
In Rebel Cops, as in other similar tactics, there is a pumping system. For almost every successful action: whether it is a shot or opening a door with a code lock, the operative receives experience points. Not to say that they are given a lot, but with a thoroughly stripping location, the majority will receive the maximum, tenth level to the finale.
For the long-awaited level-up cop, a thousand experience points should accumulate. After that, he will be able to choose which of the three characteristics to increase. Strength increases the efficiency of transferring heavy things like bodies and boxes. Shooting affects accuracy. And speed allows you to overcome a greater distance in one move.
I would say that the speed is most important, because it not only facilitates a rather leisurely gameplay, but also expands tactical abilities. Shooting, of course, will come in handy, but most of the game you will do without it. And spending points on strength in such a situation is not a reason, its benefit is extremely situational. However, each characteristic can only be increased to the third level. So, sooner or later they all pump.
For the same reason, one of the features of Rebel Cops does not work – determining the nature of the cop. The game analyzes the behavior of each operative and offers him the corresponding perks. If he acts quietly and prefers to take the criminals alive, he will be given abilities aimed at improving the efficiency of arrests. Otherwise, he will receive combat skills.
Nevertheless, there are only nine perks, which means to the tenth level you will get them all in any case. And if you consider that the game does not particularly give a choice in the style of passage. Then in this system there is even less meaning. Although the idea is certainly excellent.
Despite this, the abilities themselves are chosen very well. Each of them is useful in its own way. Thanks to passive skills, you can continue to see, it is easier to dodge the bullets and successfully conduct arrests. There is also a ability to maintain one unused point of action on the next move. From semi -passive perks: the ability to open fire, fight with a wound of a limb and take a second shot in case of a miss. The remaining two active actions is an accurate shot, spending two points of action and arrest at a distance.
Gameplay
So, having dismantled all the secondary elements that could be described in one sentence (there is no plot, but the additional conditions revive the gameplay, the pumping is interesting, but non -Corgical, and the reputation system does not work), you can finally start the game with the game.
Before us is classical step -by -step isometric tactics, in which we control a detachment from one to six operatives. Under normal conditions, each unit on the field has two points. And there is only one ability, spending both at once. Such a system is quite simple. It does not require to carefully plan the supply of OD and choose what ability to use. But it accelerates a slightly unhurried gameplay a little.
And he is unhurried because of the obligatory stealth. Yes, formally, you can go through the game with a checker, but it will be almost impossible to do it. For example, at the third level “estate” 140 enemy soldiers. You can take six police officers maximum. For each there will be 23 adversaries and two more in appendage. So, it will be necessary to equip your people with a gun and two spare shops or a revolver and three spare munlips. Needless to say, at the beginning of passage you will not have so many equipment. Add to this the probability of a miss and the fact that the bandits will shoot back. Even if you exchange people alone to twenty, you will lose anyway.
Of course, not all situations are like. At some smaller levels, it is quite possible to break through the battle. But in this case, the system of accruing experience will play against us. Judge for yourself. Kill a person with a knife – 10 xp. Wound with a shot and give bleeding – 20 xp. Kill with a shot in the head – 35 xp. Stun and delay – 10 + 50 xp. Order freeze and detain – 35 + 50 xp.
As a result, if you want to pump your fighters, you will be forced to work in stealth. In addition, as in the case of a reputation, to be a bad guy will not work. The game obliges you to arrest you. At the same time, it takes about the same amount of strength to the quiet murder as the detention. In this case, why stain your hands in the blood, if this does not bring any profit.
To top it, if you are thinking about the style of passage for any reason, here are two more chips. After the murder there is a corpse that enemies can notice. While after arrest, the enemy immediately disappears from the card. It is clear that this is a convention that pushes to a certain style of the game. However, this is the largest of all, despite the fact that the rest is already enough for a fat hint.
The last nail in the coffin of the "noisy" passage is the glasses of the rebel, which are accrued only during detention. They can be spent on conditional "superpowers" that facilitate the gameplay.
"Interception" is an analogue of the wide -widespread "Overvotch". The cops, who at the time of the end of the course remained, will open fire on the approaching opponents. As always, very useful for shootings.
"Firm hand" – increases accuracy, however, not much. But it is experimentally proved that the effects of use are summarized.
"Shadow" makes the operatives completely invisible and inaudible on one move. At first glance, great ability. However, it is useful only for just slipping past the enemy. If you want to detain it, then you can do without it. Because until his turn comes, the enemy will not be able to do anything anyway.
"Buntar spirit" is perhaps the most useful advantage that adds one point of action to everyone. Moreover, without limiting use. Theoretically, it will even be possible to complete the entire level in one move. In a normal situation, this ability will help to crank up more large -scale tactical operations: to detain more people in one move and stay in stealth, or to retreat in case of danger.
"Highlight" will allocate all enemies on the map. Will help in planning your actions. But if you do not rush headlong, you can do without it.
"Shock and awe" arrests all enemies in the zone of visibility. A kind. Ideally helps to deal with compassionate opponents, and in some particularly successful cases can “minus” all suspects at once. But there is a nuance. Experience and rebel glasses you will not get. And since the detention is their main source, this can hurt to pump on pumping.
However, the main reason why I do not recommend using shock and awe – he kills the most fun game moments. To capture enemies alone is not difficult. But when there are more than three of them and each covering others, not just to crank the detention in one move and manage not to raise the alarm. It will be necessary to explore the total number and routes of the enemy, after which to surround it quietly. Then bring the cops as close as possible so that they can get to the target for one point. Finally, having picked up the moment, to arrange a real police raid.
In fact, this is not so difficult if you have sufficient patience. But the sensations as if planned and won the whole war. And the price of the error is quite high. If a mistake is borne in the calculations or is simply unlucky with probabilities, several of your people will most likely die. Even one offender will be able to shoot twice, and at such a short distance that the arrests are held at, he is unlikely to miss.
Rebel Cops battles, by the way, are also quite transparently hinting that it is better not to get involved in a fight. Their distinctive feature is the absence of hitpoons. This means that each shot is potentially fatal. Hitting – instant death, in your hand – you cannot shoot, in the leg – go, in the body – you can’t do anything. At the same time, any injury opens bleeding, from which the fighter will die after a few moves if he is not provided with medical care. This system increases the rates of each shootout. And will willy-nilly begin to think about whether it is worth getting involved if the risk of losing a person is so great.
In addition, the same rules apply to enemies, equalizing the chances. That’s just worth it, probably, to adapt it a little. There is a goal in the limbs, after this criminals can be arrested. Problem in the shooting on the case. After hitting a person will lie for three moves and wait for help. At the same time, for the whole game, I have never seen enemies to treat each other. It is impossible to detain him in this state either. To do this, you have to spend a first -aid kit, and on such a self -sacrifice is unlikely to decide. It would be much easier to equate such a wound to the headshot, because during the dying they only irritate their animations.
Otherwise, the combat system does not differ in something fundamental. There are full and incomplete shelters, which include bushes with benches. There is no verticality. The chances, as elsewhere, depend on the accuracy of the fighter, the accuracy of the weapon, the distance and the presence of obstacles. And just like everywhere, sometimes the theory of probability gives out amazing pods. With the only amendment that it will not be able to be safe here.
The fact is that a limited number of saving slots is allocated for each level, but there are no car. In theory, such a system is designed to fight those who abuse Save/Load to achieve the desired result when determining the probabilistic event. That is, reboots after each miss. In addition, an additional space for tactical planning is created. Before each important stage you think: to remain and take a chance or reserve a slot and act carefully.
It works mainly. But on the three largest locations, the system degenerates and begins to irritate, and not to carry. The larger the level, the more difficult it is to plan your actions. When you see a small card, it is easier for you to evaluate its size and passage time. Respectively distribute the conditional three storage for fifteen minutes. But when its size suddenly increases ten times, you can no longer answer for two hours you will clean it or twenty. And as a result, it is not possible to calculate to persist every ten minutes or a hundred. At the already mentioned level, the "estate", I remained every two hours. As it turned out later, the intervals could be made less, but who knew. Because of this, I lost an hour and a half progress several times. Yes, it was already recalled faster, but still there is not enough pleasant.
Large locations are good, but only when they can be conveniently investigated. Therefore, in the "sandboxes" there are transport and points of quick movement. And if gamed is supposed to be slow, then other ways are used to avoid tightness. Take for example colleagues in the genre. XCOM creates small arenas exclusively for a fight – loaded, fought, went out – nothing more. Mutant Year Zero has more levels, but there are two modes: combat and research, in the latter there are no “moves” and you can calmly and quickly look.
In Rebel Cops, the levels are large, but completely "fighting". Therefore, all these huge spaces have to be explored by crawling: in stealth, and even interrupt to the enemy’s move. And when the note with the door code is on the other end of the location, I want to quit everything at all.
It would seem that a reasonable strategy in this case is to divide the detachment. Moreover, the game itself offers this when you agree to the requests of citizens. However, it is very difficult to cope with the enemy alone. Arrest only one or in a very, very rare case of two. In addition, there is always a chance to stumble upon enemies around the corner and give ends suddenly.
In contrast to such “sudden” the appearance of bandits, the cops have a cover system. If the operative is in the visibility zone of the partner, he will always warn about the danger on the way, even if he does not see it. This is actually the only chip that is aimed at accelerating gameplay. After all, with its help, you can safely go to the "fog of war" without intelligence. Plus, this adds to the game "Police". Police working in pairs, as well as planning of raids and arrests instead of murders, give the project a unique atmosphere. And this is very nice.
Another interesting feature is sniper. This is not a separate operative, but rather just an additional ability, or rather two. The first is a shot at any enemy on the map. Can be very useful in a critical situation in battle. The second – the backlight of the room allows you to see all enemies within the same room. Very useful thing when planning actions. With its help, you can scout in advance, where important quest objects are located and how they are guarded.
In addition to its gameplay, sniper is interesting as a reflection of the attitude of developers to game conventions. On the one hand, he can “highlight” only those rooms in which there are windows or doors. On the other hand, he cannot do the same with an open area of the area. In the same way, there is a need to buy cartridges and the inability to scoop corpses, lack of hitpoons and always mortal bleeding, corpses remaining on Earth and the disappearing detainees.
There is nothing wrong with game conventions, they have always been and, most likely, will always be. But in Rebel Cops, very realistic elements with absolutely absurd elements are so miraculously intertwined that both of them begin to notice much more distinct.
You can add enemies to the same piggy bank of absurdity. Artificial intelligence in the game, to put it mildly, does not shine. There are four types of opponents in the game. Ordinary standing – you can find out by your hands crossed on your chest. Does not even move when he notices something suspicious. Ordinary vagabond – patrols a small route. Fed – differs from the previous one in that for stunning it requires two actions, for example, two blows with a baton. Boss – intercepts all the attacks. First you need to stun with a tazer or wound in the hand. Found only at several levels. In all other respects, the differences only in models.
Separate attention is deserved by the detection system. Many note it as the most significant minus. However, it has its own strange charm. So, enemies hear at a very small distance, moreover, only a limited list of pre -agreed high -profile actions. So if there is no one in the field of view of your detachment, you can calmly knock out the doors and shoot. This was done in order to give a chance to the players who failed the stealth, otherwise I would have to constantly restart.
Opponents see only in the area of a rather narrow cone right in front of them. That is, from the side and back from them you can do something. The main thing is not to fit close, then the bandit immediately goes into anxiety mode. But if you eliminate it before the start of it, he will not have time to report your presence to anyone. In other cases, enemies go into a state of combat readiness only when they see you twice for two moves. You can run and hide a meter away from him, and nothing will happen.
There are no complex noise mechanics or persecution. Everything is elementary as binary code. I got into the desired cage – I turned on the alert mode, the second time – anxiety. Looks unrealistic and not very interesting. But at the same time, such simplicity clearly outlines the rules of the game, almost to the level of chess. No need to worry in vain and hope that AI will not notice something. You always know what action what consequence will cause, and you can definitely plan them. Not everyone will consider it a plus, but there are advantages here.
In general, the REBEL COPS gaming process leaves more positive emotions than negative. Stealth, although slow, but interesting, especially against a large number of enemies. Small chips create a unique atmosphere of police work, and not just a “clone xcom”. There is a problem of too large levels, but it is not universal.
The main minus of the game is the lack of variability. First, the game forces you to go to Stlas. And when you humble yourself with this, it starts mandatory shootings. Although the developers sincerely wanted to bring diversity. The design of enemies and the environment is different everywhere. It would be impossible to distinguish levels without this. Plus, events that make them change their plans occur on the move. This is usually an enemy reinforcement. But once a third party wedges with a very emotional background.
Conclusions
Rebel Cops boasts a pair of catchy ideas and several very successful mechanics. Unfortunately, this alone is not enough to get a whole work. The entire passage of the game does not leave that we have only a workpiece, alpha version, if you like. And with it a developer should be supplied, explaining what the final product will look like, and convincing the money into it.
Instead of the plot, only a pair of reference points, the characters did not prescribe individuals, saying only their names. So far, they managed to design only a few large levels and about the same number of side. But to look more solid, they made them all obligatory and pulled on a common script. Because of this, the general process is felt uneven: either we have a card for twenty minutes, then for ten hours. Stealth and quotas for preservation work perfectly in “chamber” conditions, but on the “big stage” they only interfere.
The same can be said about other chips – in theory they look tempting, but in practice they lack the elaboration. And the sensation of techno-strain is intensified by the lack of variability and play almost bycolous forced to play as “as planned”. The economy stubbornly resist the aggressive style of passage, the system of accruing experience and the combat model itself. And stealth is interfered with scribbled shootings.
I sincerely want to believe that such a situation is caused by purely technical reasons. For example, the main forces of the studio were busy on some large project, and the couple of people in their free decided to dig into tactical mode from this is the Police 2. Because if this is all that the developer is capable of, it is depressing. But in any case, the question remains whether it was worth it?
Oddly enough, perhaps it was worth. If you do not dig too deep, get rid of perfectionism and approach the game with less boring, it is very good. First of all, the setting and its influence on the gameplay are pleasing. To be honest, I will not be able to immediately name a lot of projects, and not only among the step -by -step tactics, where the arrest mechanics would be implemented. Gameplay features make you think, act carefully and carefully plan. Small pieces of stories and developers’ attempts to diversify the gameplay in a full plus do not develop, but still pleasant.
As for audio-visual support, then how lucky. I like corporate minimalism, if you, too, then the variety of locations will definitely taste. If not, then they will seem monotonous, and there is nothing to do here. Music and sounds correspond to everything else, that is, they are and are generally well made, but still quite boring and not very diverse. Blocks of the Bolka Officer about Spring Chicken soon began to annoy so much that I turned on the series parallel.
As a result, we have in all respects an average project with an approximately equal ratio of advantages and disadvantages. But if usually the latter appear due to poor- or not done at all, then here mainly because of the unfinished. Once, from the heirs of Rebel Cops, something unconditionally remarkable can turn out if someone undertakes to bring to mind all these ideas and blanks. But so far we have only a draft, and whether to spend time and money on it is a big question.